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freddyInKorea last won the day on March 17 2019

freddyInKorea had the most liked content!

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  1. @Exca I just had to update graphic card drivers and the problem got solved hehehe
  2. alright it's deployed meanwhile I am looking the profiler too hehe EDIT: From my understanding, - orange blocks are the execution time of the game's script, - blue curve is the JS heap, each time the curve collapses it means GC did collect unused variables. - red blocks are the frame rate. From what I see: The execution time of the game's script looks pretty stable, it generally takes around 5ms to be executed. Despite this stability, the frame rate seems to change from 10 to 30ms. When the fame rate is bad, JS heap is not collapsing. It means for
  3. Hello ivan.popelyshev, helpful as always :), even before I added these luxon variables for monitoring the updater I had these tiny freezes every 10 seconds more or less . However I like the idea that these freezes happen because the GC is collecting. I keep investigating EDIT: Alright, I re-publish it need two minutes to dockerize and push keep in touch
  4. Hello, I recently noticed every 10 sec my PIXI canvas is freezing 0.2 second, and I don’t have any clue why. CONTEXT dependencies "@types/pixi.js": "^5.0.0" "pixi.js": "^5.3.9", "preact": "^10.4.8", PIXI.JS canvas is contained in PREACT component I refresh the canvas this way private GameLoop(): void { if (this._stop) { return; } this._updater.Update(); requestAnimationFrame(() => this.GameLoop()); } the updater contains 200 items which have more or less 3 sprites each, the updater iterates
  5. Hello, I recently did update PIXI.JS from 5V to 6V, however I got some issues with events: FIRST, InteractionManager in V5 has a "on" method in order to subscribe to specific events such as 'pointerDown', 'pointerMove'... However in V6 this method doesn't exist anymore, I did find some events such OnPointerDown but they are private private onPointerDown; How to subscribe to them? SECOND, baseTexture used to have a "once" method, this method allows us to get notified when the texture is loaded it's really useful for my loading bar. However now I cannot find
  6. my mistake it was because of cache issue: this._zoomOut[name] = new PIXI.Sprite(PIXI.Texture.fromImage(name,undefined,undefined,0.5)); PIXI.Texture.removeTextureFromCache(name); this._zoomIn[name] = new PIXI.Sprite(PIXI.Texture.fromImage(name,undefined,undefined,1));
  7. Hello guys, I realize that my sprites were beautiful when I zoom in and quite ugly when I zoom out, so I decided to define two sprites to keep a good quality in zoom out or in: this._zoomOut[name] = new PIXI.Sprite(PIXI.Texture.fromImage(name,undefined,undefined,0.5)); this._zoomIn[name] = new PIXI.Sprite(PIXI.Texture.fromImage(name,undefined,undefined,1)); when I use this two lines of code separately it works well. But when I use both of them, the second call doesn't apply the 4th parameter "sourceScale". It means this._zoomIn[name] receives a sprite from a texture with 0.5 o
  8. well, it's a little bit inconvenient but it's far from being a blocking point. thank you for this framework and thank you for the work you have done
  9. Looks great but it seems this lib doesn't support a lot of SVG features. It's ok, I think I will just create all svg files in my solution, however it would have been awesome to change svg properties during runtime. I made a SVG tank, and I wished to set tank's color by editing this SVG during runtime. Let's wait the next PIXI JS version to see if this feature will be available. 😋
  10. I found out a solution from this website: https://medium.com/@benjamin.black/using-blob-from-svg-text-as-image-source-2a8947af7a8e const blob = new Blob([svgObject], {type: 'image/svg+xml'}); const url = URL.createObjectURL(blob); PIXI.Texture.fromImage(url,undefined,undefined,2); Unfortunately, when I zoom in now the quality is quite low do you have any idea which may provoke that? <svg version="1.0" id="blop_1" x="0px" y="0px" width="800px" height="800px" viewBox="0 0 800 800" style="enable-background:new 0 0 800 800;" xml:space="preserve"> <circle cx="400
  11. Hello everybody, First of all, thank you for providing such a great framework. here is my question: is it possible to generate a texture from the content of a SVG file instead of its path. I found an issue talking about it: https://github.com/pixijs/pixi.js/issues/2927 http://https://codepen.io/RanzQ/pen/RGPrxr var texture = PIXI.Texture.fromImage('data:image/svg+xml;charset=utf8,' + serializedSvg) but it seems that the given solution doesn't work anymore. I tried it in my project and it doesn't display anything. thank you for your helps.
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